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# Section 2.11.2 (Program Objects) of the GLSL 1.50 spec says:
#
# "Linking will also fail if the program object contains objects to form a
# geometry shader (see section 2.12), and
# • the program contains no objects to form a vertex shader;
# • the input primitive type, output primitive type, or maximum output
# vertex count is not specified in any compiled geometry shader object;
# • the input primitive type, output primitive type, or maximum output
# vertex count is specified differently in multiple geometry shader
# objects."
[require]
GLSL >= 1.50
[vertex shader]
#version 150
in vec4 vertex;
out vec4 vertex_to_gs;
void main()
{
vertex_to_gs = vertex;
}
[geometry shader]
#version 150
layout(triangles) in;
layout(triangle_strip) out;
in vec4 vertex_to_gs[];
void main()
{
for(int i = 0; i < 3; i++) {
gl_Position = vertex_to_gs[i];
EmitVertex();
}
}
[fragment shader]
#version 150
out vec4 color;
void main()
{
color = vec4(0.0, 1.0, 0.0, 1.0);
}
[test]
link error
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